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Looking for a simple mod that makes criticals ignore DT/DR


PlatinumShad0w

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I like the idea of critical hits representing something like that classic Fallout 'shot in the eyes' situation. A lucky hit that hits somewhere that bypasses the normal resistances.

 

I'm guessing some kind of script would be the easiest way to implement this? I mean like what parameters in the game would one need to edit in order to accomplish this for all crits always ignoring all of a target's DT/DR?

 

Thank for any advice you can give.

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The easiest way to modify that would be a perk entry > entry point.

And remember you can put multiple perk entries on a Perk.

Meaning you might need more than 1 entry point to get what you want ... err other options for perk entries.

 

https://geckwiki.com/index.php/Perk_Entry

https://geckwiki.com/index.php?title=Entry_Point

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I actually got a request to do this exact mod, here is the link to the thread.

It was about a year ago so I can't remember what kind of tests I did, but the conclusion was that crits do indeed bypass armor.

I wouldn't doubt myself if my tests were jank though.

Edited by IntenseMute
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Well with DT , there is always at least 20% getting through.

 

I just did a test ... 2 subjects 1 with 0 DT , the other with 20 DT. Set them both to speed mult 1 , to make the test easier.

Took a 9mm pistol , set its damage to 1 , and crit damage to 20.

Boosted my crit chance to 50% , always shooting center mass.

Checking each shot with console ... GetAV Health .

 

The 0 DT subject consistently hit for 1pt dmg and 20pts crit dmg .

The 20 DT subject consistently hit for .2 dmg and 4pts crit dmg.

 

Consistently meaning within a +/- range ... not exactly.

 

Why tests might appear to ignore DT ? ... because of the bonuses applied after the DT calculation.

Most notably sneak attack and head shots , which together will be x4 for any damage getting through the DT.

At least with a seems to me from viewing some of the formula's out there.

Example: https://fallout.fandom.com/wiki/Fallout:_New_Vegas_combat

 

Add edit: Isn't there ammo's and weapons that will ignore DT though ?

Or at least ignore part of it ?

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Thanks everybody for testing this. I too had started to doubt whether or not crits already ignored armor. I like to mod the base game so that only 0.01% of damage goes through armor, that way Power Armor and Robots can't be brought down by small arms fire.

 

Mktavish what entry point(s) do you think would accomplish this? I've seen scripts that have a crit *reduce* DT on hit (I think NV Classic Rebalance mod has this) but I think criticals should just completely bypass DT/DR entirely (like the classic Fallout shot in the eyes).

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Thanks everybody for testing this. I too had started to doubt whether or not crits already ignored armor. I like to mod the base game so that only 0.01% of damage goes through armor, that way Power Armor and Robots can't be brought down by small arms fire.

 

Mktavish what entry point(s) do you think would accomplish this? I've seen scripts that have a crit *reduce* DT on hit (I think NV Classic Rebalance mod has this) but I think criticals should just completely bypass DT/DR entirely (like the classic Fallout shot in the eyes).

 

Could you point me to where you saw that script ? (A critical reduces DT)

I could see this doing it https://geckwiki.com/index.php?title=SetOnCriticalHitEventHandler

But technically you don't want to reduce the DT , you want to bypass it right ?

 

The entry point is the most efficient way "Modify Damage Threshold"

But unfortunately the condition check of "GetLastHitCritical" wont work in the entry point condition field.

So the only other thing you can do with an entry point is to use this ...

"Calculate My Critical Hit Damage" conditionalized by the DT of the Target.

 

Which that mod is using up to a point. Check their perk "RBCrit"

So basically do something similar , but make it a bigger range if your just dealing with the vanilla , not using their mod. Maybe still have each entry cover a range of DT , but pick the top number for what to add to your crit dmg , or a middle ground. For example ...

 

1- Calculate crit dmg : Add Value : 3

Condition on Target : GetAV : DT > 0 AND

Condition on Target : GetAV : DT <= 3

 

2- Calculate crit dmg : Add Value : 6

Condition on Target : GetAV : DT > 3 AND

Condition on Target : GetAV : DT <= 6

 

3- Calculate crit dmg : Add Value : 9

Condition on Target : GetAV : DT > 6 AND

Condition on Target : GetAV : DT <= 9

 

4- Etc... on up to 40ish i guess.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

The problem being though ... that low crit weapons will gain a boost on higher DT targets.

However , you can add in some more entry points (maybe split stuff into a few diff perks)

That you then run another condition check on the weapon of "IsInList" which you make these lists based on their crit dmg. And then you can decided at what point the DT out weighs the crit dmg getting through.

If this is a mod for self use , remember you don't need to go adding every weapon to your list , just the ones you tend to use , or are presently using. And you can always update the lists.

 

So that takes care of your outgoing damage. The incoming damage will have to be dealt with another way.

Which would be an Effect Script , or an EventHandler in combination with an Effect or Quest script.

 

I guess give their Perk a look over to see if you want to try it that way. I'll see if I can think of a way for the incoming damage to work. But it will be sort of a work around compared to the Entry Point , since it's a handling of the damage after its been done , or in this case , not been done.

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